Map Design Issues that are Still Present - Verticality and how it can be bad
One of the weakest and most annoying parts of the map design in this game is how vertical points are handled. Especially vertical flags. Overwatch points have always been a major point of frustration in some Battlefield maps and in 2042 they're the worse they have ever been. With poor entry vectors for attacking players, over-reliance on ziplines and elevators (which are horrible entry vectors that result in deaths more times than not), the ability to call down vehicles onto rooftops (why? Why do this?), specialists like sundance; the experience in dealing with high elevation points is not fun. I reckon that most of the map design issues would be far less IF these points did not exist. There's a good reason why these type of points were not common in previous battlefields. And if they were, they had a design which limited their impact. I will give you some examples. First, an example of a really bad map design in this regard.
In Orbital, the team that controls the launch tower has a tactical advantage over everything in red. They can more easily defend those flags from that point in red, they have height advantage on any fighting going on, they can parachute (or in sundances case fly to) all the flags quite easily. And attacking this position often takes a sizable force since all rooftops have a heavy emphasis on chokepoints. I have won and lost many games by being the team that holds this the most. And in this map, the team that spawns to the left often is "closer" and as a result, they have a map advantage. There's little to no view obstructions or a similar defensive location
Most maps have an issue like this. Kaleidoscope is another map that has such an issue. On the left side of the map, there's a single skyscrapper that has a capture point at the top and at the bottom. The team that owns that has a similar advantage over the map. Now on the opposite there is another skyscrapper that offers a similar advantage. However the big differing point in this is that the other skyscrapper is not standalone. It has a skyscrapper next to it that is of similar size and two smaller ones next to those. These provide view obstructions for the defenders of that flag AND provide attackers (mainly on the same size one) a foot hold into attacking it and putting pressure on the enemies without being "under" them.
A lot of maps have this issue where a single highest point in the map offers a much too large advantage. Stranded is another one with its boat and the flags on either side. Hourglass is the worse at this with one side having the skyscrappers and the rest of the map being mainly open. Spearhead isn't "too" bad with this, but I do find the rooftop of the two only square buildings to be a point of annoyance. Its not too bad in conquest, but in breakthrough its an absolute headache. The attacks always land up there and camp while the defenders don't have many tools to do anything about it.
Below to me is arguably one of the best maps created in an modern urban environment for Battlefield. Siege of Shanghai
Now when you hold point C, you have overwatch advantage over the red area. Like the previous map. However, what's important about this one is that because there are many tall buildings in close proximity to it, it allows those buildings to act as "cover" against the team that holds the middle building. Not only that, but some of the maps are either inside of buildings completely (Point D) or underground (Point B). Offering even further protection against "rooftops". Now you may be saying that well, they can get better overwatch by parachuting to one of the nearby buildings. This is half true because once you do that, you actually end up sacrificing overwatch to a portion of the map. So parachuting to the building next to B means you'll have less overwatch for right side of the map. The best part is that if team gets really annoyed by the middle building, they can destroy it! And boom, no more problem.Now the middle building is still a hassle to attack. But another important part about the attack is that the elevators are spread out and pointed to the pointed where it is kind of difficult to cover all of them. A lot of skyscrapers in 2042 do not do this. To me the best designed skyscrapers are probably the orbital launch building on the left + the lower right kaleidoscope skyscraper flag. Both of them are designed in a decent way that it is difficult to camp everything.
To me the major maps that have issues with vertical points right now is hourglass, kaleidoscope, orbital, stranded, discarded. The rest of them aren't perfect, for sure. But I think those maps I listed are the worse offenders.
And I am NOT saying that whoever owns these overpowered points is an immediate win. I still have played many games where we wont and didn't own those flags/points. But it does provide a map advantage to a certain team and its very effective if they know how to use it.